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Maps Level 2

Ethan Harvey edited this page Oct 17, 2026 · 3 revisions

Level 2: Climb Mount Olympus

Regions

Level 2 is a vertical climb through six bands, from the foothills at the bottom to the palace approach at the top:

Band Rows Platforms Sky
Foothills 150-179 Grass-capped soil blocks Dawn
Quarry & shrines 120-149 Half-cut marble blocks and rubble slabs Noon
Cliff face 90-119 Thin granite shelves on bronze pitons Noon
Cloud sea 50-89 Cloud-solid / drift / fade / thermal Storm
Storm belt 20-49 Charged storm clouds Storm
Palace approach 0-19 Last cloud-solid step onto the plateau Summit

Unlike Level 1's tile-by-tile rendering, all of this is one continuous composed background image; the bands above are collision/gameplay zones layered on top of that single piece of art, not separately rendered tile regions.

Level 2 full map layout

Tile set

Symbol Tile Region
O Foothill soil Foothills
E Foothill grass edge Foothills
Q Quarry marble (cut) Quarry & shrines
R Quarry rubble Quarry & shrines
g Cliff granite Cliff face
K Cliff shelf Cliff face
P Cliff piton Cliff face
c / d / f / t / m Cloud solid / drift / fade / thermal / storm Cloud sea, Storm belt
S Summit marble Palace approach
I Summit gold inlay Palace approach
V Summit pillar decoration Palace approach
Foothill soil (O) Quarry marble, cut (Q) Cliff granite (g) Cliff shelf (K)
O foothill soil  •  Q cut quarry marble  •  g cliff granite  •  K cliff shelf
Cloud solid (c) Cloud storm (m) Summit marble (S) Summit gold inlay (I)
c solid cloud  •  m storm cloud  •  S summit marble  •  I summit gold inlay

Actors and checkpoints

35 authored objects are placed across the climb, including three enemy types and a series of herm statue checkpoints that mark progress up the mountain.

Sprite Role
Centaur Mapped to the ranged-skeleton enemy type at runtime
Cyclops Mapped to the ghost-king (boss) enemy type at runtime
Medusa Level 2 enemy
Herm (checkpoint) Marks progress; several are tagged checkpoint in the object data
Centaur enemy Cyclops enemy Medusa enemy Herm checkpoint marker
Centaur  •  Cyclops  •  Medusa  •  the herm statue that marks a checkpoint

Centaur and cyclops don't have bespoke enemy implementations yet, so they currently play as a ranged skeleton and a ghost king respectively, reusing existing enemy behaviour rather than new art-matched AI. Worth knowing if you're testing combat on this level and the enemy doesn't match its sprite.

User flow

  1. Enter from the Level 1 door at the base of the foothills (x = 3, y = 177).
  2. Climb through the foothills, past the first herm checkpoint and the olive trees/cypress scenery.
  3. Continue up through the quarry and shrines band, past the quarry crane and a second herm checkpoint.
  4. Work up the cliff face on granite shelves and bronze-piton ledges.
  5. Cross the cloud sea, using solid/drift/fade/thermal cloud platforms of varying reliability.
  6. Push through the storm belt on charged storm clouds.
  7. Reach the palace approach and take the final cloud-solid step onto the summit plateau.
  8. Exit through the gate at (x = 67, y = 13). Destination: Level 3.

The climb is intentionally a single continuous vertical route rather than a maze like Level 1 — the challenge is platforming reliability (which cloud/ledge types are safe to stand on) rather than navigation or lock-and-key puzzles.

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